Base Class: Artificer
A Chrono-naught, or Time Traveler, a being lost to the shifting streams of past or future, finds themselves in the present with their traveling capabilities severely limited. How will they get home? Are they able to get home, or is their home lost for some reason, and so they travel, with either no purpose in mind, or with a specific goal? Chrono-naughts typically depend on a device, or tool, or vehicle. Something that allows them to travel throughout the many flows of comprehensive reality, ergo this subclass is one of the Artificer. With what device do you travel? What are the device's other capabilities? It's Limitations? How Far are you willing to pay it forward to preserve the present? Will you save the past from a horrible future? Or are you from such a future, in the past to right a terrible wrong in the hopes of avoiding dystopia? Only Time will tell.
Chrono-naughts are able to, using their device, affect the lifetime of their surroundings in a controlled manner, such as healing one or more others via a rewinding of their bodies condition, or causing enfeeblement with an onset of premature maturity by "winding" the cellular clock forward in time to old age. Additionally, they can effect the environment around them similarly, perhaps by super-accelerating the time of a tree into petrification, or helping a garden grow, provided enough water is present. They are also able to take a peek into what the future may hold for brief glimpses, and may even be able to accelerate someone's movements in perspective to the world around them, essentially speeding a person up.
Discuss with your DM if you want to A: use this subclass, and 2: If you want to multi-class into it, how your character comes into possession of the device.
Device Maintenance
3rd level Chrononaught feature
The device or machine with which you time travel may be used as your arcane focus for spellcasting. You gain proficiency with one type of artisan’s tools of your choice that you are not already proficient in.
Chrononaught Spells
3rd level Chrononaught feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the spell list below. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
| Spell Level | Spells |
|---|---|
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1st |
Alarm, Disguise Self |
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2nd |
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3rd |
Revivify, Slow |
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4th |
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5th |
Deliberate or Debilitate
3rd level Chrononaught feature
Your method of travel influences your preferences in combat. You can choose to be a traveler who's first steps through time were intentional, or accidental. This choice will allow you one of the following:
- Deliberate: Having made the conscious decision to travel through time, you gain proficiency with any weapon with the Precision trait.
- Debilitate: Having stumbled upon the time stream somehow, you gain proficiency with any weapon with that deals Bludgeoning damage
Due to your knowledge gained from surviving through time thus far, when you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack rolls.
- When you reach 10th level in this class, you can add your Intelligence modifier to an attack roll made with a weapon you are proficient with. You can use this ability a number of times equal to your proficiency bonus per long rest.
Chrono-Symbioses
5th level Chrononaught feature
Your device grows stronger with you:
- At 5th level, your device gives you +1 to your spell attacks and damage, as well as +1 to your spell save DC and Intelligence saving throws.
- At 9th level, your device gives you +2 to your spell attacks and damage, as well as +2 to your spell save DC and Intelligence saving throws, as well as your Constitution saving throws for concentration.
- At 15th level, your device gives you +3 to your spell attacks and damage, as well as +3 to your spell save DC and Intelligence saving throws, as well as your Constitution saving throws for concentration.
Temporaral Recall
9th level Chrononaught feature
As your power grows, you can more easily recall facts and knowledge about the past. You gain proficiency in Arcana, History, Religion, and Medicine. If you already have proficiency in any of these skills, you instead gain expertise.
Once per long rest, if yourself or a creature within 30 feet of you would have their hit points reduced to 0, as a reaction, you may expend a spell slot of appropriate level to instead have the attack miss and heal the target for 1d10 plus an additional d10 per evel of the spell slots used.
- level 1 spell slot for a creature level 1 through 4.
- level 2 spell slot for a creature level 5 through 8.
- level 3 spell slot for a creature level 9 through 12.
- level 4 spell slot for a creature level 13 through 16.
- level 5 spell slot for a creature level 17 through 20.
Time Distortion Field
15th level Chrononaught feature
Once per long rest you may choose to use one of the following effects:
- You allow up to twenty creatures that you can see to roll a number of their hit die to heal themselves, which does not count toward their number of hit die they may use per long rest, up to their profiency bonus.
- You may, as a reaction, send one spell or target creature 12 seconds into the future.
- You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Time warps itself to accommodate the new result. For example, with this effect, could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.
In addition, you can no longer be effected by the effects of time. Any time related spells or effects against you are ineffective, and you do not age. You may still be wounded and killed, but you are henceforth, Eternal.
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